View unanswered posts | View active topics * FAQ    * Search
* Login 




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 95 posts ]  Go to page Previous  1, 2
Tien Lung
 
PostPosted: Mon, Feb 28 2011, 16:47 PM 

User avatar

Player

Joined: 07 May 2010

Why not place a variable on the PC on Respawn that lowers the xp and gp gain rate for x amount of time after respawn as well as the current penalties that are there?

It would take little work to implement and would be a decent additional deterrent to the reckless hunters.

_________________
To understand life, one must first understand death.


 
      
Mobile_Svensk
 
PostPosted: Mon, Feb 28 2011, 16:51 PM 

User avatar

Player

Joined: 21 Jul 2005
Location: Awarded most Confused Git of 2014!

Tien Lung wrote:
Why not place a variable on the PC on Respawn that lowers the xp and gp gain rate for x amount of time after respawn as well as the current penalties that are there?

It would take little work to implement and would be a decent additional deterrent to the reckless hunters.


What? So you have a partymember dying, and afterwards he decides to bail out because he's no longer getting XP from the hunt effectively destroying the entire party, member by member.

_________________
Amia Minecraft Server Ip: vps1602.directvps.nl
NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/
NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856


 
      
Tien Lung
 
PostPosted: Mon, Feb 28 2011, 17:54 PM 

User avatar

Player

Joined: 07 May 2010

Very_Svensk wrote:
Tien Lung wrote:
Why not place a variable on the PC on Respawn that lowers the xp and gp gain rate for x amount of time after respawn as well as the current penalties that are there?

It would take little work to implement and would be a decent additional deterrent to the reckless hunters.


What? So you have a partymember dying, and afterwards he decides to bail out because he's no longer getting XP from the hunt effectively destroying the entire party, member by member.


No, not stop the xp, but to lower the percentage he/she is getting. Removing the xp completely is stupid, but a penalty, especially a temporary one is not.

_________________
To understand life, one must first understand death.


 
      
Selmak
 
PostPosted: Mon, Feb 28 2011, 18:13 PM 

User avatar

Player

Joined: 17 Dec 2004

TormakSaber wrote:
Sounds like too much work and an untenable IC explanation for a complicated necessary penalty. I see no reason why suddenly there are mysterious NPC saviors who carge ngold in the form of IOUS that every merchant in Faerun magically knows about and will refuse you service until you pay money to some shadowy figure or whatever. It's silly. Stop trying to make respawn in character. It can't be.


I don't want to make respawning an in-character mechanism. It's the people who respawn and then make up some in-character reason why they aren't still face down in the dirt somewhere. The alternative may take a bit of work and not be especially palatable I agree, but you have to consider what it's replacing.

As an alternative to the alternative, just stamp on anyone who makes an in-character explanation at all for their miraculous re-appearance. That gets at the root of the problem without needing any developer effort. :)


 
      
My Sovereign
 
PostPosted: Mon, Feb 28 2011, 20:02 PM 

User avatar

Player

Joined: 19 Sep 2010

Recently, I was playing my characters as kinda perma-dead. Every time they died, they would lay there until someone rezzed them. (Xbox live helps this) Luckily I died in high traffic hunting areas.

_________________
- "The fiend is less hideous in his own shape....then when he rages in the breast of man"


 
      
tsukasa1991
 
PostPosted: Tue, Mar 01 2011, 10:15 AM 

User avatar

Player

Joined: 18 Jul 2009

make permadeath happen on every death always from level one to 30. this is the only way i will be happy. you die, you stay dead unless raised IC. no respawns ever. no raising allowed in the entry. people want to dance around the idea of perms then let them have perms ill be happy sitting behind my good rp which doesnt make pvp happen every three seconds like so many people feel it has to be. stop fighting IG without reason and youll get to live. just like real life. seriously, enough of this discussion either it happens or it doesnt.

_________________
Plays-
Maggot Bucktooth (Retired)
Giando Paladrious (Retired)


 
      
Amarice-Elaraliel
 
PostPosted: Tue, Mar 01 2011, 11:29 AM 

User avatar

DM

Joined: 20 Jan 2006

tsukasa1991 wrote:
no raising allowed in the entry.


This probably wouldn't work out. You spawn in the entry at reset whatever you do. So if you cannot be raised there you'd basically be screwed no matter what which does not make IC sense either.

If it were changed and you respawn after reset where you have been pre reset (if such is even possible) this could be easily abused. More loss than gain really.

Also, it would tempt people unnecessarily to meta-game and send their friends a tell or a PM "hey my corpse is there and there, please come by some time and raise me". Which would also lead to the point, if you are new and don't know many people you are quite screwed aswell.

Personal opinion:
- Perhaps give the "Fungue Plane" an update so people can RP their death with a little more variety if they choose to (basically this is all you can do because if you force something like a quest, people who don't want to RP it out will still rush through)
- Maybe make Raise Scrolls more rare (up to a point where you need a cleric to scribe one)

_________________
Image
Image


 
      
tsukasa1991
 
PostPosted: Tue, Mar 01 2011, 12:18 PM 

User avatar

Player

Joined: 18 Jul 2009

if anyone is caught metagaming they can be sure the dms wont tolerate it. thats always been a rule.
and raising in the entry is cheating, no excuses, unless you died seconds before a reset in which case have a dm help you. other than that raising in the entry way is just stupid as you get an ooc raise for ooc reasons nothing is ic.

also you can leave your character dead where he was until a reset and hope someone walks by. if a reset happens then or at a certain time limit your character should be archived automatically to prevent people logging into long dead characters. you could always petition a raise on the forums or something but who knows maybe that would cause issues aswell. hell, nothing is ever enough as it is so no matter the solution its bound to just make more issues. id be happy with perma death 100%. player beware.

_________________
Plays-
Maggot Bucktooth (Retired)
Giando Paladrious (Retired)


 
      
TormakSaber
 
PostPosted: Tue, Mar 01 2011, 12:35 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

tsukasa1991 wrote:
make permadeath happen on every death always from level one to 30. this is the only way i will be happy. you die, you stay dead unless raised IC. no respawns ever. no raising allowed in the entry. people want to dance around the idea of perms then let them have perms ill be happy sitting behind my good rp which doesnt make pvp happen every three seconds like so many people feel it has to be. stop fighting IG without reason and youll get to live. just like real life. seriously, enough of this discussion either it happens or it doesnt.


brb making a sorc that kills 13 people and hiding the bodies, doesn't matter if you kill me later, I did the irreparable damage, and I can ill a lot before you finally chase me down, a lot of level 30's to boot

Congrats, took me a week to kill a combined double digit total of years worth of RP!

The point being: The obvious solution is in the grey, not the black or white.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
TormakSaber
 
PostPosted: Tue, Mar 01 2011, 12:39 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

ainjyll wrote:
TormakSaber wrote:
Sounds like too much work and an untenable IC explanation for a complicated necessary penalty. I see no reason why suddenly there are mysterious NPC saviors who carge ngold in the form of IOUS that every merchant in Faerun magically knows about and will refuse you service until you pay money to some shadowy figure or whatever. It's silly. Stop trying to make respawn in character. It can't be.


If you reverse your sentence order, you'll kind of get my thinking.

Respawning isn't really IC, in so much that you pretty much have to come up with a very thin IC reason for it happening and it usually involves some shadowy and mysterious NPC. So, why should there be a solid IC reason for there to be a "promissory note"? It wouldn't be the first time in Amian history where all of the sudden things just were the way they were because that's the way they were.


Because Amian history has generally made the move from "OOC mechanic" to "IC explained, real object", and suing the ridiculous notion of a "promissory note" is more WoW than Amia, and so it can kindly get out of my RP server.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
P Three
 
PostPosted: Tue, Mar 01 2011, 13:02 PM 

User avatar

Player

Joined: 18 Dec 2008

Hey. How about this. If you want to perma your char, go ahead. If you eant to lose som XP to simulate death, go bitchslap a beholder, naked.
Otherwise, what we have works just fine, quit trying to make it suck. No offense, but some of us HAVE to solo, and that means a greater risk of reapawning. Don't punish me twice for not being able (rather than willing) to party up.

_________________
Bobo_Underhill wrote:
Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.

Yee-haw!


Aly'dra Zau'ana: Priestessish Of Eilistraee
Danika Nefzen: Druid of the Earthmother
Delia Am'Anodel: Paladin of Torm


 
      
TormakSaber
 
PostPosted: Tue, Mar 01 2011, 13:09 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Soloers do not receive sympathy, you never HAVE to solo, that's just something you're telling yourself to justify playing alone in a multiplayer game. That you can do it on Amia is only a side effect. Please don't bring soloing into a serous discussion about death and its consequences as a course of roleplay and furthering the server environment in a constructive manner; it has little to do with the matter at hand.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
P Three
 
PostPosted: Tue, Mar 01 2011, 13:22 PM 

User avatar

Player

Joined: 18 Dec 2008

That an offer to hunt with me? Good. I accept. See you in an hour.

I bring relevant things up. Them not being relevant to -you- doesn't negate their relevance to others, thanks.

_________________
Bobo_Underhill wrote:
Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.

Yee-haw!


Aly'dra Zau'ana: Priestessish Of Eilistraee
Danika Nefzen: Druid of the Earthmother
Delia Am'Anodel: Paladin of Torm


 
      
ainjyll
 
PostPosted: Tue, Mar 01 2011, 16:21 PM 

User avatar

Player

Joined: 14 Jun 2006
Location: wilmington, nc

TormakSaber wrote:
Because Amian history has generally made the move from "OOC mechanic" to "IC explained, real object", and suing the ridiculous notion of a "promissory note" is more WoW than Amia, and so it can kindly get out of my RP server.


I understand where you're coming from and understand what you're getting at. However, regardless of the solution, I think that limiting ourselves to what makes IC sense would be nice and preferred by all, but just because something doesn't make IC sense, it shouldn't necessarily be ruled out. The precedent has been set for things to be affected on an IC level by things that are almost purely OOC and the entire Amian universe accepts that it is that way because it is with little to no explanation.

As per soloing. There's not a single PC in the entire database of the server that HAS to solo. There are three ways to gain XP and gold on Amia. Hunting, the job system and burning DC's. If you're character, for whatever reason, can't party with people you can still use the job system and you can burn DC's. If a player makes the conscious decision that they want to take the faster route to 30 by hunting instead of the slower, but safer, job system way or the more precious and rare DC route, that's their choice and they should be aware of and accept the consequences of that decision.

As it stands right now, the cost v. benefit of soloing is so trivial as to be laughable. One successful trip through a hunting area appropriate to a PC's level can easily cover the expenses of one failed run in both XP and gold.

Perhaps if when a PC dies the respawn button is disabled for a reset? That would make it possible for a PC to be brought back by IC means only for an amount of time. Thus, if PvP happens, the "winners" don't have to worry about the "losers" coming right back with a thinly veiled IC excuse as to their reason for walking about an hour after being brutally murdered and solo'ers would have a big kink put into their endless runs.

_________________
Image

"I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III


 
      
Tien Lung
 
PostPosted: Tue, Mar 01 2011, 16:38 PM 

User avatar

Player

Joined: 07 May 2010

ainjyll wrote:
As per soloing. There's not a single PC in the entire database of the server that HAS to solo. There are three ways to gain XP and gold on Amia. Hunting, the job system and burning DC's. If you're character, for whatever reason, can't party with people you can still use the job system and you can burn DC's. If a player makes the conscious decision that they want to take the faster route to 30 by hunting instead of the slower, but safer, job system way or the more precious and rare DC route, that's their choice and they should be aware of and accept the consequences of that decision.


One of the biggest drawbacks I have found in Amia over the years of my coming and goings(5 years worth) is unless you are part of a 'clique' finding a party is hard as hell, making Soloing seem like the only option. It even makes the DC way not possible because its next to(but not) impossible to RP solo and be noticed.

The only option left as you put it is the Job system, but even that may leave you wanting if you selected jobs that require a bit of effort or took a 'hunting-type' job leaving you to once again, go solo.

When I came back last year I did so in numbers so I could enjoy the server by bringing a lot of new friends.

Not criticizing, just pointing out what I've seen over the years.

_________________
To understand life, one must first understand death.


 
      
Dark Immolation
 
PostPosted: Tue, Mar 01 2011, 16:55 PM 

User avatar

Developer

Joined: 20 Apr 2008
Location: The downeaster "Alexa"

I have to seriously disagree on that.

Finding a party has nothing to do with "cliques." It's not hard at all to walk up to a group of people, IC, and say "I am looking to to fight foes and slay beats. Would you be interested in joining me, or know someone who might?". You even have a Looking for Party ball which lists people and their level who are looking as well. If you can't be arsed to utilize both the IC and OoC way of doing it, you're pretty much just being lazy or impatient.

_________________
Image
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it.
Sometimes, an angel is simply a devil with better intentions.


 
      
Yossarin
 
PostPosted: Tue, Mar 01 2011, 17:20 PM 



Player

Joined: 23 Jan 2006

I imagine that those who say it is impossible/improbably to acquire a hunting partner/party on Amia are too socially awkward to either ask or to impress (by coercion or by force) others to hunt with them.

What always worked for me (and that I have seen work for other players) is inventing a narrative for the excursion. Sometimes it helps to have some idea of how to make a pitch from a sales standpoint; tailor the narrative to your audience in order to get them to join you. If you are an evil dude and you want to party with that dude in black armor with a scimitar that you think might be a Banite, tell him that the bandits outside of Wharftown have taken to calling themselves "The Templars of Tyranny!" and that they need to be taught exactly what a templar is and, more importantly, what it means to really be tyrannical.

That's actually a really lame example and I swear I'm better at it IG, but still.


 
      
Tien Lung
 
PostPosted: Tue, Mar 01 2011, 17:32 PM 

User avatar

Player

Joined: 07 May 2010

Dark Immolation wrote:
I have to seriously disagree on that.

Finding a party has nothing to do with "cliques." It's not hard at all to walk up to a group of people, IC, and say "I am looking to to fight foes and slay beats. Would you be interested in joining me, or know someone who might?". You even have a Looking for Party ball which lists people and their level who are looking as well. If you can't be arsed to utilize both the IC and OoC way of doing it, you're pretty much just being lazy or impatient.

Been there and have done that. I'm not saying impossible to do, I'm just pointing out what I've experienced over the years. I get some pretty decent groups these days, but when you are new to the server, unless you come with friends of your own, its lonely.

_________________
To understand life, one must first understand death.


 
      
ainjyll
 
PostPosted: Tue, Mar 01 2011, 18:04 PM 

User avatar

Player

Joined: 14 Jun 2006
Location: wilmington, nc

Well, timezone can also make partying a pain in the ass from what I understand. While I can appreciate your predicament, I had a completely opposite experience when I came to Amia. I was almost instantly adopted into a group down in drowland that was roughly my level and when I left the Underdark and came to the topside, I still had no problem finding parties. I don't really have a clique that I run with IC'ly because I prefer to spread my RP around as much as possible.

Even tossing all that aside, it can be put forth that if a player decides to make a character that is hard to get along with or has some trait that prevents it from being in groups successfully, then that is a character flaw that the player has accepted as part of their roleplaying experience and should be embraced, not used as an excuse for why the server can't make a tentative step towards something that, I believe, the majority of the people who enjoy this server feel would enhance and enrich their playing experience.

_________________
Image

"I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III


 
      
Kudark
 
PostPosted: Tue, Mar 01 2011, 18:16 PM 

User avatar

Player

Joined: 14 Dec 2009
Location: The Dark Side of the Moon

tsukasa1991 wrote:
make permadeath happen on every death always from level one to 30. this is the only way i will be happy. you die, you stay dead unless raised IC. no respawns ever.

You know, we sit here and play this game because there are cool and various ways to kill people. The interaction is thrilling. We're all (relatively speaking) aware that chars. come back, and we simply RP it as best we can.

It's been said over and over already, you can play perma-death however you like, just do it and leave others out of it, they have their own views.

_________________
Image


 
      
TormakSaber
 
PostPosted: Tue, Mar 01 2011, 18:52 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Quote:
I understand where you're coming from and understand what you're getting at. However, regardless of the solution, I think that limiting ourselves to what makes IC sense would be nice and preferred by all, but just because something doesn't make IC sense, it shouldn't necessarily be ruled out. The precedent has been set for things to be affected on an IC level by things that are almost purely OOC and the entire Amian universe accepts that it is that way because it is with little to no explanation.


So you are saying that a silly note taking space in your inventory barring you from the completely IC use of any store but Tristana (for example's sake) until you pay some arbitrary amouny of gold, potentially affecting your IC RP until you are able to do so, and not in any meaningful way related to death (dying = merchants hate you ???), is a good idea? Please, please explain to m how that is a good idea and why we need to reinvent the wheel when there is already a gold and XP loss on death.

Also please explain what this "precedent" is.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
My Sovereign
 
PostPosted: Tue, Mar 01 2011, 18:56 PM 

User avatar

Player

Joined: 19 Sep 2010

Alright, I hate to compare Amia to Arelith, because I love Amia, but Arelith did death great.

You lose a massive amount of xp and all your gold when you die.

Like, 5% of your total xp lost. That kept me from wanting to die ever.

I would die, and lose a weeks worth of hunting rp, -THATS- meaningful.


You get a raise dead scroll, you still lose like 3% xp.

Resurrection spell? You still lose 2% xp

True Resurrection balm? 1% xp.

_________________
- "The fiend is less hideous in his own shape....then when he rages in the breast of man"


 
      
ainjyll
 
PostPosted: Tue, Mar 01 2011, 19:18 PM 

User avatar

Player

Joined: 14 Jun 2006
Location: wilmington, nc

TormakSaber wrote:
Quote:
I understand where you're coming from and understand what you're getting at. However, regardless of the solution, I think that limiting ourselves to what makes IC sense would be nice and preferred by all, but just because something doesn't make IC sense, it shouldn't necessarily be ruled out. The precedent has been set for things to be affected on an IC level by things that are almost purely OOC and the entire Amian universe accepts that it is that way because it is with little to no explanation.


So you are saying that a silly note taking space in your inventory barring you from the completely IC use of any store but Tristana (for example's sake) until you pay some arbitrary amouny of gold, potentially affecting your IC RP until you are able to do so, and not in any meaningful way related to death (dying = merchants hate you ???), is a good idea? Please, please explain to m how that is a good idea and why we need to reinvent the wheel when there is already a gold and XP loss on death.

Also please explain what this "precedent" is.


I'm saying that something, damn near anything, that hits home more than the current system is good. C'mon, Tormak... we all know that the gold loss on respawn is a freaking joke. If I take one of my 30's through the Abyss and die, I can do a quick run through the Spires and make back more than I lost. Yeah, at lower levels the Gold loss can sting just a bit, but the XP is more important. However, once you hit 30 and become immune to the XP loss, what's so detrimental about such a paltry sum of gold being taken away?

And the precedent? Dev Crit jumps to mind first. Before, a guy with a rapier could one-hit you. Now, he has to stand there and poke you to death. Yeah, it makes more sense, but I haven't seen any real explanations as to why it all changed literally overnight. It was a needed OOC shift in game mechanics that makes the game more enjoyable to a larger group of people, but it has an IC repercussion and no real IC reason why it suddenly changed.

_________________
Image

"I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III


 
      
Mobile_Svensk
 
PostPosted: Tue, Mar 01 2011, 19:20 PM 

User avatar

Player

Joined: 21 Jul 2005
Location: Awarded most Confused Git of 2014!

I had a bard with enough appraise to get 20% Bonus - I sold my loot from 1x run in the spires and made ~700.000 gold.

_________________
Amia Minecraft Server Ip: vps1602.directvps.nl
NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/
NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856


 
      
rolto
 
PostPosted: Thu, Mar 03 2011, 10:12 AM 

User avatar

Player

Joined: 20 Aug 2007
Location: Netherlands

How about if one dies, their corpse turns into a usable object, like a static corpse. It weighs very heavy on party members (the one carrying the corpse). Have the party take the corpse to a nearby temple of sorts and have it resurrected with a fee or something more acceptable. Perhaps have them search a real PC character that could help with the resurrection. Making the cleric class more influential and more meaningful. I feel it's being used now, to be just a spellcasting fighter then anything else. I always wanted to make a pure healer class, but with all the systems of resurrection and healing it has just become too varried making it less attractive to focuse on one typical skill like healing.


 
      
TormakSaber
 
PostPosted: Thu, Mar 03 2011, 10:25 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

ainjyll wrote:
TormakSaber wrote:
Quote:
I understand where you're coming from and understand what you're getting at. However, regardless of the solution, I think that limiting ourselves to what makes IC sense would be nice and preferred by all, but just because something doesn't make IC sense, it shouldn't necessarily be ruled out. The precedent has been set for things to be affected on an IC level by things that are almost purely OOC and the entire Amian universe accepts that it is that way because it is with little to no explanation.


So you are saying that a silly note taking space in your inventory barring you from the completely IC use of any store but Tristana (for example's sake) until you pay some arbitrary amouny of gold, potentially affecting your IC RP until you are able to do so, and not in any meaningful way related to death (dying = merchants hate you ???), is a good idea? Please, please explain to m how that is a good idea and why we need to reinvent the wheel when there is already a gold and XP loss on death.

Also please explain what this "precedent" is.


I'm saying that something, damn near anything, that hits home more than the current system is good. C'mon, Tormak... we all know that the gold loss on respawn is a freaking joke. If I take one of my 30's through the Abyss and die, I can do a quick run through the Spires and make back more than I lost. Yeah, at lower levels the Gold loss can sting just a bit, but the XP is more important. However, once you hit 30 and become immune to the XP loss, what's so detrimental about such a paltry sum of gold being taken away?

And the precedent? Dev Crit jumps to mind first. Before, a guy with a rapier could one-hit you. Now, he has to stand there and poke you to death. Yeah, it makes more sense, but I haven't seen any real explanations as to why it all changed literally overnight. It was a needed OOC shift in game mechanics that makes the game more enjoyable to a larger group of people, but it has an IC repercussion and no real IC reason why it suddenly changed.


When I've been saying gold should be uncapped for a few RL years now, you have no ground to stand on when you accuse gold of being a joke. You are preaching to the choir. Preaching to the very very large religious choir. Also we may be at the Vatican, and I may be the Pope. Remember, I'm the person who ha s been pushing the economy fix of "redo the entire lootbins, fix your items, destroy every piece of gold you have except for 10k or less, and then start ALL OVER with money." You can't preach money issues to me. It doesn't work.

I fail to see why Dev. Crit being changed provides any reason why you should fuck over the world by instituting some sort of supernatural IOU service.

Quote:
How about if one dies, their corpse turns into a usable object, like a static corpse. It weighs very heavy on party members (the one carrying the corpse). Have the party take the corpse to a nearby temple of sorts and have it resurrected with a fee or something more acceptable. Perhaps have them search a real PC character that could help with the resurrection. Making the cleric class more influential and more meaningful. I feel it's being used now, to be just a spellcasting fighter then anything else. I always wanted to make a pure healer class, but with all the systems of resurrection and healing it has just become too varried making it less attractive to focuse on one typical skill like healing.


Err, what? How does ithis change anything? People will still be ressurected by raise scrolls and this doe snot really address the issue of death, respawn, or anything at all. Waste of effort, waste of time, and in PvP, the tool can be used to pseudo ressurect people for further roleplay anyways. In PvM you're just straight up dead. Yourparty can still collect help and come back to rescure you.

Quote:
Like, 5% of your total xp lost


XP losses are not tenable because they can be abused by people seeking to delevel for the benefit of their build for various things. It is not worht the time of the DM team to have to sit and track every death on every character thatloses a level to make sure it's not being abused. We don'thave the ability to do this. Not to mention "meaningful" has a different quality beause it is much harder in general to get XP on Arelith than it is on Amia. I fall back to my standard rule of "Just because it was a good idea there does not make it a good idea here."

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
rolto
 
PostPosted: Thu, Mar 03 2011, 10:46 AM 

User avatar

Player

Joined: 20 Aug 2007
Location: Netherlands

If you remove the option to digitally carry the Raise Dead scrolls. It would mean that someone would have to carry that corpse to an outpost, where PC or NPC clerics could raise the corpse with their devine powers instead of just using a scroll. The PvP aspect could remain the same, since it's more like the Arena in Cordor, a little competition between two players.

Outside the arena, things could be changed of course - but the just simply deal with it IC and act you're unconcious is still good enough. I often see people dissappear (respawn) and use some excuse, like the body decomposing before your very eyes and reassembles itself with the means of necromancy or something like that. Which I think should be dealth with, with some mechanism. To prevent the metagaming.

Like if you are killed by a PC - you cannot respawn as you would by PvM. The issue with the respawning in PvM - well, others most likely have a more creative solution. I'm just giving a more RP friendly way to get your corpse ressurected. The PC that dies, will be ported to the fatigue plane and will have to wait without the option to respawn.

I thought there were ways to memorize the place you last where, once the server reboots. Like anchoring your char to a specific map. Or isn't this possible anymore? I know for a fact that several other servers had this once and probably this module as well. I can't remember clearly.


 
      
Mobile_Svensk
 
PostPosted: Thu, Mar 03 2011, 11:13 AM 

User avatar

Player

Joined: 21 Jul 2005
Location: Awarded most Confused Git of 2014!

rolto wrote:
If you remove the option to digitally carry the Raise Dead scrolls. It would mean that someone would have to carry that corpse to an outpost, where PC or NPC clerics could raise the corpse with their devine powers instead of just using a scroll. The PvP aspect could remain the same, since it's more like the Arena in Cordor, a little competition between two players.


Could make dying a little scarier.

_________________
Amia Minecraft Server Ip: vps1602.directvps.nl
NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/
NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856


 
      
rolto
 
PostPosted: Thu, Mar 03 2011, 11:52 AM 

User avatar

Player

Joined: 20 Aug 2007
Location: Netherlands

It's pretty much the same as the NPC that's been removed to heal or remove diseases etc. But this is just for resurrecting, which cost a large amount of gold which could also be seen as a sort of donation.


 
      
ainjyll
 
PostPosted: Thu, Mar 03 2011, 22:12 PM 

User avatar

Player

Joined: 14 Jun 2006
Location: wilmington, nc

TormakSaber wrote:
When I've been saying gold should be uncapped for a few RL years now, you have no ground to stand on when you accuse gold of being a joke. You are preaching to the choir. Preaching to the very very large religious choir. Also we may be at the Vatican, and I may be the Pope. Remember, I'm the person who ha s been pushing the economy fix of "redo the entire lootbins, fix your items, destroy every piece of gold you have except for 10k or less, and then start ALL OVER with money." You can't preach money issues to me. It doesn't work.

I fail to see why Dev. Crit being changed provides any reason why you should [removed] over the world by instituting some sort of supernatural IOU service.


I'm glad to see that we agree on something, even if you're being a tad bit defensive in agreeing with me.

The mention of Dev Crit has no direct connection to "[removed] over the world by instituting some sort of supernatural IOU service". I mentioned Dev Crit because you wanted an example of something that changed IC'ly with no explanation because of OOC mechanics. I gave you that example.

Now, if the gold cap on respawn was removed, paying someone to raise you or haul your body back to a temple or whatever wouldn't really matter as the extra gold is already being taken off.

Insisting that I feel the need to "[institute] some sort of supernatural IOU service" is false. I feel that we need to do something to address the issue. What that something is I'm more than happy to leave up to brainstorming as I don't really have my lot thrown in with anything other than uncapping gold loss and can't come up with any fresh ideas that haven't already been mentioned thus far. I merely opined my view on that particular idea as I have several other ideas that I liked.

_________________
Image

"I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III


 
      
MoshingChris
 
PostPosted: Thu, Mar 03 2011, 22:40 PM 

User avatar

Player

Joined: 04 Sep 2007
Location: Down South and Bent Edge

Dev Crit is a terrible example btw.

What we did with Dev Crit was make a character functionally dead (KD, Blind etc) without actually killing them. So in effect there has been no change to Dev Crit. Before the mechanical change it did the exact same thing it did after. The entire thought process behind Dev Crit changing wasn't lets do this because of PvP it was for the sole purpose of being able to institute more events and PvM changes that didn't completely fuck sneakers or WM's etc due to critical immunity.

_________________
I play: Gage le Gris
Socially and recently politically Inept Knight of Xymor


 
      
ainjyll
 
PostPosted: Fri, Mar 04 2011, 1:09 AM 

User avatar

Player

Joined: 14 Jun 2006
Location: wilmington, nc

Never said it was a great example... just an example and the first one to jump to mind. :D

I'm in no way saying anything about the change itself, either mechanically speaking or the necessity of the change. Only that it was changed with no real IC reasoning. I mean, there is a huge difference between being pretty much dead and being dead. I was pretty much dead once... got read my last rites and everything. Yet, I'm here now. *shrug*

_________________
Image

"I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III


 
      
MoshingChris
 
PostPosted: Fri, Mar 04 2011, 2:00 AM 

User avatar

Player

Joined: 04 Sep 2007
Location: Down South and Bent Edge

Which is pretty much what your spinning anyway with Dev Crit change. It didn't need a fundamental explanation IC because you can't die on Amia unless you choose to. And recall to counter-balance the Dev Crit change raise was given a cool down which means that previous pvp where you died and got back up again and died and got back up again. Now you sort of die and based on luck and chance may get back up again but if you die properly you get back up again and then die again but don't get back up.

I think the real change you meant was GS since thats the major one. Luckily the weave escape clause gave the DM team an out on that change. Effectively the Weave/Mystra changed the spell itself/herself to its current iteration.

The premise for change on death starts with the players respecting the server as more than just a place to PvP each other into the ground. Not all players do this, but enough do and enough hit respawn a multitude of times that it has become the issue you are discussing right now.

_________________
I play: Gage le Gris
Socially and recently politically Inept Knight of Xymor


 
      
ainjyll
 
PostPosted: Fri, Mar 04 2011, 4:44 AM 

User avatar

Player

Joined: 14 Jun 2006
Location: wilmington, nc

MoshingChris wrote:
The premise for change on death starts with the players respecting the server as more than just a place to PvP each other into the ground. Not all players do this, but enough do and enough hit respawn a multitude of times that it has become the issue you are discussing right now.


Very well said, Chris.

_________________
Image

"I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III


 
      
Sockss
 
PostPosted: Fri, Mar 04 2011, 8:09 AM 

User avatar

Player

Joined: 21 Oct 2008
Location: UK

The people who don't take death seriously, or handle it in an RP manner, or a very sketchy RP manner are generally charging to 30 / hunting epic loot alone. It's quite rare you get a decent sized group that doesn't RP to some extent (At least in my experience).

Death matters to those that want it to matter, as was said before. Lowering xp and then lowering a players loot roll for x minutes after they've respawned(Not raised) would both discourage no-rp solo'ing, make death more meaningful to those that don't take it seriously and keep it exactly the same for people that do.

Now someone shoot me down! :)


 
      
Tien Lung
 
PostPosted: Fri, Mar 04 2011, 15:14 PM 

User avatar

Player

Joined: 07 May 2010

Sockss wrote:
The people who don't take death seriously, or handle it in an RP manner, or a very sketchy RP manner are generally charging to 30 / hunting epic loot alone. It's quite rare you get a decent sized group that doesn't RP to some extent (At least in my experience).

Death matters to those that want it to matter, as was said before. Lowering xp and then lowering a players loot roll for x minutes after they've respawned(Not raised) would both discourage no-rp solo'ing, make death more meaningful to those that don't take it seriously and keep it exactly the same for people that do.

Now someone shoot me down! :)


No shooting down from me... that's exactly what I said above!

_________________
To understand life, one must first understand death.


 
      
tsukasa1991
 
PostPosted: Sat, Mar 05 2011, 6:08 AM 

User avatar

Player

Joined: 18 Jul 2009

Tien Lung wrote:
Sockss wrote:
The people who don't take death seriously, or handle it in an RP manner, or a very sketchy RP manner are generally charging to 30 / hunting epic loot alone. It's quite rare you get a decent sized group that doesn't RP to some extent (At least in my experience).

Death matters to those that want it to matter, as was said before. Lowering xp and then lowering a players loot roll for x minutes after they've respawned(Not raised) would both discourage no-rp solo'ing, make death more meaningful to those that don't take it seriously and keep it exactly the same for people that do.

Now someone shoot me down! :)


No shooting down from me... that's exactly what I said above!


i can agree with this

_________________
Plays-
Maggot Bucktooth (Retired)
Giando Paladrious (Retired)


 
      
Glyph
 
PostPosted: Mon, Mar 14 2011, 18:50 PM 

User avatar

Player

Joined: 10 Jun 2010

I think its fine how it is, but of course I would say this, I probably suffer more from appcrashes and lag than most others here imho. I mean, if you appcrash, and after relogging find yourself at -11 hp and your party on the wander would -you- a. lose all your gold or B log off and rethink the meaning of life?

its hard enough to gain gold when people are always like "its abc" "no its down to RP" "screw you guys *loots*" anyway.


 
      
hendrack
 
PostPosted: Mon, Mar 14 2011, 19:10 PM 

User avatar

Player

Joined: 24 Sep 2007
Location: Vienna

Oh yeah, that topic really needed a bump. :D


 
      
Glyph
 
PostPosted: Mon, Mar 14 2011, 19:35 PM 

User avatar

Player

Joined: 10 Jun 2010

I apologise to those who do feel this should be changed since the loot thing is for the most part a non-issue, personally I waver my right to loot in such arguments because usually people start dying while typing, seen it happen more than ten times at the least xD it gets old.

If I had to pick between xp and gold though it'd be gold everytime, I imagine wavering between level 30 and 29 would be somewhat lame, though I believe this was already covered cause of the RDD thing.

maybe...some sort of timed death tokens that reduce gold by % culmitavly, that way if you are failing hard you pretty much might as well RP and rest up and drink in town, and shop etc rather than risk looting for a lesser wealth of coin. I can't see anyone thoroughly enjoying further nerfs but I guess its needed, or not.

the main reason I would not support draining xp is because it would support powerbuilding yet more, because your less likely to die that way and thus less likely to lose xp. its seriously hard to train a character that is not a powerbuild if you are increasing xp loss even more, trust me I tried to make a sneak archer, non AA on an action server, it was like throwing milk at a wall and expecting it to come down.

ed: ie builds that would in theory own in certain situations, or RP builds, over pure damage/saves/etc


 
      
Dark Immolation
 
PostPosted: Mon, Mar 14 2011, 20:33 PM 

User avatar

Developer

Joined: 20 Apr 2008
Location: The downeaster "Alexa"

*sighs* And here I was hoping that this particular death thread had died. -_-

Better than a whole new one getting opened up, I guess.

_________________
Image
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it.
Sometimes, an angel is simply a devil with better intentions.


 
      
TormakSaber
 
PostPosted: Mon, Mar 14 2011, 21:41 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Apparently topics don't permadie either!

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
P Three
 
PostPosted: Mon, Mar 14 2011, 21:54 PM 

User avatar

Player

Joined: 18 Dec 2008

Tormak wrote:
Not to mention "meaningful" has a different quality beause it is much harder in general to get XP on Arelith than it is on Amia. I fall back to my standard rule of "Just because it was a good idea there does not make it a good idea here."


This. Thisthisthisthis and about 100 more "this"es.

Someone save this, and the next time anyone pulls up an Arelith reference in the name of XP, tell them one thing.

I have a sorceress. EASILY the easiest thing to solo with, right? Six months, she's level 12.

Yes, the RP on Arelith is great, it's wonderful, I love it. But when you can't level because the XP/death is so out of whack, it really, really kills the server experience as a whole. I can lose to lag what takes me a day or two to gain, because I still lose XP in PVM if I'm raised. And she's only level TWELVE. Imagine what 30 is like. ( I wouldn't know, I've never got there, btw.)

Leave the shit here like it is. Tormak's right about the gold. It's insane, and people don't need that damn much. Not to say I wouldn't like having 12 million too, but...

_________________
Bobo_Underhill wrote:
Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.

Yee-haw!


Aly'dra Zau'ana: Priestessish Of Eilistraee
Danika Nefzen: Druid of the Earthmother
Delia Am'Anodel: Paladin of Torm


 
      
Selmak
 
PostPosted: Mon, Mar 14 2011, 22:27 PM 

User avatar

Player

Joined: 17 Dec 2004

TormakSaber wrote:
Apparently topics don't permadie either!


No, but it's fun to fill it with magic missives and watch it go down for the count. :D

You could just make it temporarily harder to gain XP, instead of blowing a huge chunk out of what you have. Then the player can decide whether it's worth continuing. Though to be honest, the XP loss on death is already a bit of a squeeze.


 
      
TormakSaber
 
PostPosted: Tue, Mar 15 2011, 5:11 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

There is no XP loss on death. ON Respawn, however.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 95 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group